Can anyone please tell me what is the general formula to implement the Perspective Projection Matrix? I'm trying to implement a way to generate this matrix in order to use it for a game engine I'm working on.
1 Answers
2
votes
Ok so basically with some help from @spektre and a friend of mine I was able to figure out how to really do this. Pretty much the formula I used was this:
So pretty much what you need to make this matrix is a function that receives 4 arguments which are the following:
- zFar
- zNear
- Aspect Ratio
- Field of View
If you want to know more about these fields and the matrix itself my advice is to head over to WebGL 3D Perspective to actually see this working.
glPerspective
– SpektregluPerspective
would do) – Spektre